Dayz Build 1.29.163047, Scripts Rev. 123548
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RainProcurementHandler Class Reference
Inheritance diagram for RainProcurementHandler:
Managed

Protected Member Functions

void RainProcurementHandler (MissionBaseWorld mission)
void CheckUpdating ()
void Cleanup ()
float DetermineAmountCoef ()
 scalable on handler level. Now also handles SNOW, total value can exceed 1.0
float GetLiquidAmountCoef ()
void HandleChangedComponents ()
bool ProcessBatch ()
 returns 'true' when all the batches are finished
void QueueStart (RainProcurementComponentBase component)
void QueueStop (RainProcurementComponentBase component)
void Reset ()
void Update (float timeslice)

Protected Attributes

ref set< RainProcurementComponentBasem_ActiveComponents
ref set< RainProcurementComponentBasem_ChangedQueue
ref set< intm_CleanupQueue
float m_LiquidAmountCoef
MissionBaseWorld m_Mission
int m_NextToProcessIdx
bool m_ProcessComponents
bool m_ProcessingFinished
bool m_Update
float m_UpdateTimer
const int UPDATE_BATCH_SIZE = 20
const int UPDATE_TIME = 10

Additional Inherited Members

Private Member Functions inherited from Managed
void ~IntroSceneCharacter ()
void BleedingIndicator (int source_ID, int severity, GameplayEffectsDataBleeding parent)
void CharacterLoad (int character_id, vector char_pos, vector char_rot)
void CharacterUnload ()
void CheckBlood ()
void CheckHealth ()
void CheckValues ()
void CreateDefaultCharacter ()
void CreateNewCharacter ()
void CreateNewCharacterById (int character_id)
void CreateNewCharacterByName (string character_name, bool randomize_equip=true)
void CreateNewCharacterRandom ()
bool DataInitialized ()
void ForceStop ()
void GameplayEffectsData (array< ref Widget > input, int type, int user_override=-1)
float GetBlood ()
ECharGender GetCharacterGender ()
int GetCharacterID ()
string GetCharacterName ()
string GetCharacterNameById (int char_id)
PlayerBase GetCharacterObj ()
TStringArray GetCharGenderList ()
TStringArray GetCharList (ECharGender gender)
TStringArray GetCharPantsList ()
TStringArray GetCharShirtsList ()
TStringArray GetCharShoesList ()
bool GetEndNow ()
float GetHealth ()
void GetLastPlayedServer (int characterID, out string address, out string name, out int port)
void GetLastPlayedServerEx (int characterID, out string address, out string name, out int port, out int steamQueryPort)
int GetNextCharacterID ()
vector GetPosition ()
int GetPrevCharacterID ()
int GetSeverity ()
array< ref WidgetGetWidgetSet ()
int GetWidgetSetID ()
int GetWidgetSetType ()
bool HasDefinedHandle ()
 Returns 'true' if this class contains update info.
void Init ()
void Init (array< ref Widget > input, int type, Widget layout_root, int user_override=-1)
void InitIndicator (vector position)
void IntroSceneCharacter ()
bool IsCharacterFemale ()
bool IsDefaultCharacter ()
bool IsRunningDrops ()
 Are any drops currently being animated?
void LoadCharacterData (vector char_pos, vector char_rot, bool default_char=false)
 Generates random equip for the new IntroSceneCharacter, whatever is defined in 'cfgCharacterCreation'.
void OnRPC (ParamsReadContext ctx)
void OnScheduledTick (float deltatime)
void ReceiveValue (int value_type, float value)
void RegisterData (Param p)
void ResetIndicator ()
void ResetSequence ()
void SaveCharName (string name)
void SaveDefaultCharacter ()
void SendInitValues ()
 Sends values on object creation.
void SendValue (int value_type, float value)
void SetAttachment (string type, int slot)
void SetCharacterGender (ECharGender gender)
void SetCharacterID (int char_id)
void SetToDefaultCharacter ()
void SetupPlayerName (bool new_name)
void ShowDebugValues (bool show)
void StartRunningDrops ()
void StopIndicator (bool instant=false)
void TransferValues (PlayerBase player)
void TrySpawnNextDrop ()
void Update (float timeSlice)
void Update (float timeSlice=0, Param p=null, int handle=-1)
void UpdateVisibility (bool state)
Private Attributes inherited from Managed
ref set< ref BleedingIndicatorDropDatam_ActiveDrops
int m_ActiveDropsCount
float m_AverageFrequency
vector m_BasePosition
MenuData m_CharacterDta
int m_CharacterId
PlayerBase m_CharacterObj
vector m_CharacterPos
vector m_CharacterRot
ref map< ECharGender, ref array< string > > m_Characters = new map<ECharGender, ref array<string>>
string m_CharacterType
ECharGender m_CharGender
ref TStringArray m_CharGenderList = new TStringArray
ref TStringArray m_CharPantsList = new TStringArray
ref TStringArray m_CharShirtList = new TStringArray
ref TStringArray m_CharShoesList = new TStringArray
ref set< intm_CleanupQueue
int m_CurrentDropProbabilityStep
array< floatm_DropProbabilityArray
int m_DropProbabilityRollsCount
float m_DropSpawnMaxDelay
float m_DropSpawnMinDelay
int m_DropSpawnsQueued
bool m_EndNow = false
bool m_Initialized
bool m_InitialSyncSent
bool m_IsRunning = false
float m_LastDropSpawnTime
Widget m_LayoutRoot
GameplayEffectsDataBleeding m_ParentMetaData
float m_SequenceDuration
float m_SequenceTick
int m_Severity
int m_SourceID
bool m_Terminating = false
float m_TimeElapsedSequence
float m_TimeElapsedTotal
int m_Type
ref array< ref Widgetm_WidgetArray
int m_WidgetSetIdentifier

Detailed Description

Definition at line 1 of file rainprocurementhandler.c.

Constructor & Destructor Documentation

◆ RainProcurementHandler()

Member Function Documentation

◆ CheckUpdating()

void CheckUpdating ( )
inlineprotected

Definition at line 149 of file rainprocurementhandler.c.

References m_ActiveComponents, and m_Update.

Referenced by Update().

◆ Cleanup()

void Cleanup ( )
inlineprotected

Definition at line 104 of file rainprocurementhandler.c.

References m_ActiveComponents, and m_CleanupQueue.

Referenced by Update().

◆ DetermineAmountCoef()

float DetermineAmountCoef ( )
inlineprotected

scalable on handler level. Now also handles SNOW, total value can exceed 1.0

Definition at line 160 of file rainprocurementhandler.c.

References g_Game.

Referenced by Update().

◆ GetLiquidAmountCoef()

float GetLiquidAmountCoef ( )
inlineprotected

Definition at line 154 of file rainprocurementhandler.c.

References m_LiquidAmountCoef.

◆ HandleChangedComponents()

void HandleChangedComponents ( )
inlineprotected

Definition at line 124 of file rainprocurementhandler.c.

References component, m_ActiveComponents, and m_ChangedQueue.

Referenced by Update().

◆ ProcessBatch()

bool ProcessBatch ( )
inlineprotected

returns 'true' when all the batches are finished

Definition at line 81 of file rainprocurementhandler.c.

References Math::Clamp(), m_ActiveComponents, m_CleanupQueue, m_LiquidAmountCoef, m_NextToProcessIdx, m_UpdateTimer, and UPDATE_BATCH_SIZE.

Referenced by Update().

◆ QueueStart()

void QueueStart ( RainProcurementComponentBase component)
inlineprotected

Definition at line 29 of file rainprocurementhandler.c.

References component, m_ChangedQueue, and m_Update.

◆ QueueStop()

void QueueStop ( RainProcurementComponentBase component)
inlineprotected

Definition at line 35 of file rainprocurementhandler.c.

References component, m_ChangedQueue, and m_Update.

◆ Reset()

void Reset ( )
inlineprotected

Definition at line 117 of file rainprocurementhandler.c.

References m_ProcessComponents, m_ProcessingFinished, and m_UpdateTimer.

Referenced by Update().

◆ Update()

Field Documentation

◆ m_ActiveComponents

ref set<RainProcurementComponentBase> m_ActiveComponents
protected

◆ m_ChangedQueue

ref set<RainProcurementComponentBase> m_ChangedQueue
protected

◆ m_CleanupQueue

ref set<int> m_CleanupQueue
protected

Definition at line 6 of file rainprocurementhandler.c.

Referenced by RainProcurementHandler(), Cleanup(), and ProcessBatch().

◆ m_LiquidAmountCoef

float m_LiquidAmountCoef
protected

Definition at line 14 of file rainprocurementhandler.c.

Referenced by GetLiquidAmountCoef(), ProcessBatch(), and Update().

◆ m_Mission

MissionBaseWorld m_Mission
protected

Definition at line 3 of file rainprocurementhandler.c.

Referenced by RainProcurementHandler().

◆ m_NextToProcessIdx

int m_NextToProcessIdx
protected

Definition at line 12 of file rainprocurementhandler.c.

Referenced by RainProcurementHandler(), and ProcessBatch().

◆ m_ProcessComponents

bool m_ProcessComponents
protected

Definition at line 10 of file rainprocurementhandler.c.

Referenced by RainProcurementHandler(), Reset(), and Update().

◆ m_ProcessingFinished

bool m_ProcessingFinished
protected

Definition at line 11 of file rainprocurementhandler.c.

Referenced by RainProcurementHandler(), Reset(), and Update().

◆ m_Update

bool m_Update
protected

◆ m_UpdateTimer

float m_UpdateTimer
protected

Definition at line 13 of file rainprocurementhandler.c.

Referenced by RainProcurementHandler(), ProcessBatch(), Reset(), and Update().

◆ UPDATE_BATCH_SIZE

const int UPDATE_BATCH_SIZE = 20
protected

Definition at line 7 of file rainprocurementhandler.c.

Referenced by ProcessBatch().

◆ UPDATE_TIME

const int UPDATE_TIME = 10
protected

Definition at line 8 of file rainprocurementhandler.c.

Referenced by Update().


The documentation for this class was generated from the following file: